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nametypedescription
cachePathstringAtoms cache path, the folder where the atoms cache is located or the full path to the cache .atoms file header (i.e. /../../foo_path/mycache.atoms)
cacheNamestring Atoms cache name, this can be an empty value if the full cache path is provided in the cachePath attribute
applyVariationsboolApply the variations
variationsPathstring 
This is the full path to the json variation table. This can also be the serialized variation table which can be retrieved by the following code.
    json_table_str = "...……….."
    json_data = Atoms.loadVariationFromString(json_table_str)
    variationsStr = json_data.toString(False)
    vm = AtomsCore.StringMetadata(variationsStr)
    ark = AtomsCore.Archive(vm.memSize())
    vm.serialise(ark)
    variations_serialized = ark.encodeBase64(True)
timefloatCache time. You can use this or frame, depending on the DCC you are in. Internally the procedural use time+frame+timeOffset  as cache time
globalTransformparamtype_transformGlobal transform
motionBlurboolActivate motion blur
motionBlurDurationdoubleMotion blur duration
motionBlurIntervalCenterdoubleMotion blur interval center
motionBlurSamplesintNumber of motion blur samples
agentIdsstringAgent ids to load. You can provide multiple ids using the comma to separate them, you can also use - to specify a range or ! to remove agents. Like 2-8,13,15-18 or !8,!10 or !(2-10)…
meshFilterstring List of mesh to filter. You can provide multiple comma separated mesh names (without whitespaces). You can use * as wildcard and ! to negate. For instance *body,*head or !*body...
offsetvectorCache translation offset.
disableVariationMaterialsstring This disable materials from the variation table. You can provide multiple comma separated values (without whitespaces). You can use * as wildcard.
sceneMaterialsstring List of the materials the procedural should load from the current scene and not from the variation table. You  can provide multiple comma separated values (without whitespaces). You can use * as wildcard and ! to negate
materialOverridesstring Connect a material to a specific mesh. You can provide multiple comma separated values. The syntax is meshName:materialName. You can use the * as wildcard. I.e. *_head:yourNewMaterial
disableDefaultMaterialintDisable the green shader if there is no valid shader inside the variation table or there is no variation metadata on the agents.
atomsShaderAttributePrefixstringThe procedural transfers every agent metadata to the skinned mesh using "atomsShaderAttributePrefix+metadataName" as name. You can use this data to drive shader parameters. Default value "atoms_"
agentTypestringOverride agent type. You can provide multiple comma separated values. To override the variation of every agent provide an agent type name. If you want override specific agents use the following syntax: agentId@agentType. I.e. 1@robot,4@soldier,6-15@robot
agentVariationstring
Override agent variation. You can provide multiple comma separated values. To override the variation of every agent provide a variation name.  If you want override specific agent use the following syntax: agentd@variaitonName. I.e. 1@robot1,4@robot2,6-15@robot4
agentLodstring
Override agent lod. You can provide multiple comma separated values. To override the lod of every agent provide just the lod value. If you want override specific agent use the following syntax: agentd@lodValue. I.e. 1@lodA,4@lodC,6-15@lodB
agentMetadatastring
Override or create agent metadata (only bool, int, double, vec3 and string). You can provide multiple comma separated values. Use the following syntax, agentId@metadataname#value. I.e. 
    10@myIntMetada#10
    20@myBoolMetada#true
    10-25@myDoubleMetada#12.5
    10-25@myVector3Metada#1.0;2.0;3.0
    10-25@myStringMetada#test
clothCachePathstring Atoms cloth cache path, the folder where the atoms cache is located or the full path to the .clothcachefile header. i.e. /../../foo_path/mycache.clothcache
clothCacheNamestringCloth cache name, this can be an empty value if the full cache path is provided in the clothCachePath attribute.
useInstancesboolActivates the agent instancing
useFrustumCullingboolActivates frustum culling
frustumCullingOverscanarray3Overscan similar to the maya camera overscan used by the frustum culling
frustumCullingProjectionMatricesarrayArray of camera model view projection matrices. If you use this attribute, It must have the same length of the motion blur samples.
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